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-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/manual/angle-instanced-arrays-state-leakage.html78
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-clear-on-zero-count-draw.html90
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-readpixels.html50
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html63
-rw-r--r--dom/canvas/test/webgl-conf/checkout/conformance/manual/framebuffers-keep-contents-exiting-fullscreen-mode.html134
5 files changed, 415 insertions, 0 deletions
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/angle-instanced-arrays-state-leakage.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/angle-instanced-arrays-state-leakage.html
new file mode 100644
index 0000000000..d36e9877ff
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/angle-instanced-arrays-state-leakage.html
@@ -0,0 +1,78 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Check that ANGLE_instanced_arrays state does not leak to browser</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<style>
+canvas {
+ border: 1px solid black;
+}
+.correct {
+ border: 1px solid black;
+ background-color: #00ff00;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+This test tests that leaving state for ANGLE_instanced_arrays with non-default values at the
+end of rendering does not interfere with proper compositing of results.
+Failures seen on Linux and Mac with Chrome 32.
+See http://crbug.com/304927 for more info.
+
+You should see a <span class="correct">green rectangle</span>
+with black a outline on success. Briefly flashing red is normal.
+</pre>
+<canvas id='c'></canvas>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var c = document.getElementById("c");
+// The bug has only been seen with preserveDrawingBuffer=true.
+var gl = wtu.create3DContext(c, { preserveDrawingBuffer: true });
+var ext = wtu.getExtensionWithKnownPrefixes(gl, "ANGLE_instanced_arrays");
+var frame = 0;
+function render() {
+ var RED_FRAMES = 3;
+ if (frame < RED_FRAMES) {
+ // Draw N frames red, leaving the vertex divisor to 0 after each call.
+ gl.clearColor(1,0,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ wtu.requestAnimFrame(render);
+ } else {
+ // Draw 2 more times in green, setting the divisor to 1 afterward.
+ gl.clearColor(0,1,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ if (frame - RED_FRAMES < 2) {
+ wtu.requestAnimFrame(render);
+ } else {
+ finishTest();
+ }
+ // Leave attrib 0 set with a divisor of 1 before returning to browser.
+ if (ext) {
+ ext.vertexAttribDivisorANGLE(0, 1);
+ }
+ }
+ frame++;
+}
+
+if (!ext) {
+ testPassed("No ANGLE_instanced_arrays support -- this is legal");
+}
+wtu.requestAnimFrame(render);
+var successfullyParsed = true;
+</script>
+</body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-clear-on-zero-count-draw.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-clear-on-zero-count-draw.html
new file mode 100644
index 0000000000..c18c8ab96e
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-clear-on-zero-count-draw.html
@@ -0,0 +1,90 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Check that the canvas is NOT recomposited after unsucessful draw call</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<style>
+canvas {
+ border: 1px solid black;
+}
+.correct {
+ border: 1px solid black;
+ background-color: #ffffff;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+This test tests that a canvas is cleared
+even when a draw call has a zero count.
+
+You should see three <span class="correct">white rectangles</span>
+with black outlines on success.
+</pre>
+<canvas id='c1'></canvas>
+<canvas id='c2'></canvas>
+<canvas id='c3'></canvas>
+<div id="console"></div>
+<script id="vshader" type="x-shader/x-vertex">
+void main() {
+ gl_Position = vec4(0,0,0,1);
+}
+</script>
+<script id="fshader" type="x-shader/x-fragment">
+precision mediump float;
+void main() {
+ discard;
+}
+</script>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var c1 = document.getElementById("c1");
+var c2 = document.getElementById("c2");
+var c3 = document.getElementById("c2");
+var gl1 = wtu.create3DContext(c1);
+var gl2 = wtu.create3DContext(c2);
+var gl3 = wtu.create3DContext(c2);
+gl1.clearColor(0,1,0,1);
+gl1.clear(gl1.COLOR_BUFFER_BIT);
+gl2.clearColor(0,1,0,1);
+gl2.clear(gl2.COLOR_BUFFER_BIT);
+gl3.clearColor(0,1,0,1);
+gl3.clear(gl2.COLOR_BUFFER_BIT);
+
+wtu.waitForComposite(function() {
+ // test drawArrays
+ gl1.drawArrays(gl1.TRIANGLES, 0, 0);
+ wtu.glErrorShouldBe(gl1, gl1.NO_ERROR, "no errors");
+});
+
+wtu.waitForComposite(function() {
+ // test drawElements
+ var buf = gl2.createBuffer();
+ gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf);
+ gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW);
+ gl2.drawElements(gl2.TRIANGLES, 0, gl2.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl2, gl2.NO_ERROR, "no errors");
+});
+
+wtu.waitForComposite(function() {
+ // test draw with program.
+ wtu.setupProgram(gl3, ["vshader", "fshader"]);
+ gl1.drawArrays(gl3.TRIANGLES, 0, 0);
+ wtu.glErrorShouldBe(gl3, gl2.NO_ERROR, "no errors");
+});
+
+</script>
+</body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-readpixels.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-readpixels.html
new file mode 100644
index 0000000000..3cab7821c5
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-readpixels.html
@@ -0,0 +1,50 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Check that the canvas is NOT recomposited after calling readPixels</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<style>
+canvas {
+ border: 1px solid black;
+}
+.correct {
+ border: 1px solid black;
+ background-color: #00ff00;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+This test tests that a canvas is NOT cleared
+and recomposited after calling readPixels.
+
+You should see a <span class="correct">green rectangle</span>
+with black a outline on success.
+</pre>
+<canvas id='c'></canvas>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var c = document.getElementById("c");
+var gl = wtu.create3DContext(c);
+gl.clearColor(0,1,0,1);
+gl.clear(gl.COLOR_BUFFER_BIT);
+wtu.waitForComposite(function() {
+ gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "no errors");
+});
+</script>
+</body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html
new file mode 100644
index 0000000000..ba104d0774
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/canvas-no-clear-on-unsuccessful-draw.html
@@ -0,0 +1,63 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Check that the canvas is NOT recomposited after unsucessful draw call</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<style>
+canvas {
+ border: 1px solid black;
+}
+.correct {
+ border: 1px solid black;
+ background-color: #00ff00;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+This test tests that a canvas is NOT cleared
+when a draw call fails.
+
+You should see two <span class="correct">green rectangles</span>
+with black outlines on success.
+</pre>
+<canvas id='c1'></canvas>
+<canvas id='c2'></canvas>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var c1 = document.getElementById("c1");
+var c2 = document.getElementById("c2");
+var gl1 = wtu.create3DContext(c1);
+var gl2 = wtu.create3DContext(c2);
+gl1.clearColor(0,1,0,1);
+gl1.clear(gl1.COLOR_BUFFER_BIT);
+gl2.clearColor(0,1,0,1);
+gl2.clear(gl2.COLOR_BUFFER_BIT);
+wtu.waitForComposite(function() {
+ gl1.drawArrays(gl1.BLEND, 0, 0);
+ wtu.glErrorShouldBe(gl1, gl1.INVALID_ENUM, "no errors");
+});
+
+wtu.waitForComposite(function() {
+ var buf = gl2.createBuffer();
+ gl2.bindBuffer(gl2.ELEMENT_ARRAY_BUFFER, buf);
+ gl2.bufferData(gl2.ELEMENT_ARRAY_BUFFER, new Uint8Array(1), gl2.STATIC_DRAW);
+ gl2.drawElements(gl2.BLEND, 0, gl2.UNSIGNED_SHORT, 0);
+ wtu.glErrorShouldBe(gl2, gl2.INVALID_ENUM, "no errors");
+});
+</script>
+</body>
+</html>
diff --git a/dom/canvas/test/webgl-conf/checkout/conformance/manual/framebuffers-keep-contents-exiting-fullscreen-mode.html b/dom/canvas/test/webgl-conf/checkout/conformance/manual/framebuffers-keep-contents-exiting-fullscreen-mode.html
new file mode 100644
index 0000000000..f5b6fe8d19
--- /dev/null
+++ b/dom/canvas/test/webgl-conf/checkout/conformance/manual/framebuffers-keep-contents-exiting-fullscreen-mode.html
@@ -0,0 +1,134 @@
+<!--
+Copyright (c) 2019 The Khronos Group Inc.
+Use of this source code is governed by an MIT-style license that can be
+found in the LICENSE.txt file.
+-->
+
+<!DOCTYPE html>
+<html>
+<head>
+<meta charset="utf-8">
+<title>Check that framebuffers keep contents exiting fullscreen mode.</title>
+<link rel="stylesheet" href="../../resources/js-test-style.css"/>
+<script src="../../js/js-test-pre.js"></script>
+<script src="../../js/webgl-test-utils.js"></script>
+<style>
+canvas {
+ width: 100%;
+ height: 50px;
+ border: 1px solid black;
+}
+#f {
+ left: 0px;
+ top: 0px;
+}
+#inner {
+}
+input.button {
+ font-size: 36pt;
+}
+.redbox {
+ border: 1px solid black;
+ background-color: red;
+}
+#canvasholder {
+ position: relative;
+}
+#clabel {
+ position: absolute;
+ width: 100%;
+ top: 0px;
+ left: 0px;
+ font-size: 40px;
+ z-index: 10;
+ text-align: center;
+}
+</style>
+</head>
+<body>
+<pre>
+This test must be run manually.
+
+Checks that framebuffers keep their contents going into and out of fullscreen mode.
+
+Through the entire test you should see a <span class="redbox">red rectangle</span>. If it is not <span class="redbox">red</span> in all cases the test has failed.
+</pre>
+<div id="f">
+ <div id="inner">
+ <div id="buttonHolder">
+ <div><input id="button" class="button" type="button" value="Click this button to continue the test"/></div>
+ <div id="canvasholder">
+ <canvas id='c'></canvas>
+ <div id='clabel'>
+ should be red
+ </div>
+ </div>
+ </div>
+ </div>
+</div>
+<div id="description"></div>
+<div id="console"></div>
+<script>
+"use strict";
+var wtu = WebGLTestUtils;
+var testedFullScreen = false;
+var c = document.getElementById("c");
+var button = document.getElementById("button");
+var buttonHolder = document.getElementById("buttonHolder");
+var gl = wtu.create3DContext(c);
+if (!gl) {
+ testFailed("can't init WebGL");
+}
+
+var checkState = function() {
+ debug("");
+ wtu.checkCanvasRect(gl, 0, 0, 1, 1, [0, 255, 0, 255]);
+ shouldBeNonNull("gl.getParameter(gl.FRAMEBUFFER_BINDING)");
+ wtu.glErrorShouldBe(gl, gl.NO_ERROR, "there should be no errors");
+}
+
+var checkFramebufferState = function(fullscreen) {
+ checkState();
+
+ debug("fullscreen:" + fullscreen);
+
+ if (fullscreen) {
+ // Not sure if this is needed but need to make sure
+ // we at least went fullscreen once.
+ testedFullScreen = true;
+ } else {
+ if (testedFullScreen) {
+ finishTest();
+ }
+ }
+};
+
+var test = function() {
+ if (!wtu.setupFullscreen("button", "f", checkFramebufferState)) {
+ testPassed("Browser does not support fullscreen mode. This is OK");
+ finishTest();
+ return;
+ }
+
+ var fb = gl.createFramebuffer();
+ var tex = gl.createTexture();
+
+ gl.clearColor(1,0,0,1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
+ shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");
+
+ gl.clearColor(0, 1, 0, 1);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+
+ checkState();
+};
+test();
+
+</script>
+</body>
+</html>